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main.js
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457 lines (373 loc) · 16.4 KB
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window.onload = () => {
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
gl.getExtension('EXT_color_buffer_float');
if (!gl) {
alert('webgl2 not supported');
return;
}
const stats = new Stats();
const container = document.getElementById('container');
container.appendChild(stats.domElement);
const resizeCanvas = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
addEventListener('resize', resizeCanvas);
resizeCanvas();
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
let initializeDensityProgram = createProgram('vs', 'initialize_density_fs');
let addDensitySourceProgram = createProgram('vs', 'add_density_fs');
let diffuseDensityProgram = createProgram('vs', 'diffuse_density_fs');
let advectDensityProgram = createProgram('vs', 'advect_density_fs');
let initializeVelocityProgram = createProgram('vs', 'initialize_velocity_fs');
let addExternalForceProgram = createProgram('vs', 'add_external_force_fs');
let diffuseVelocityProgram = createProgram('vs', 'diffuse_velocity_fs');
let advectVelocityProgram = createProgram('vs', 'advect_velocity_fs');
let projectionStep01Program = createProgram('vs', 'projection_step01_fs');
let projectionStep02Program = createProgram('vs', 'projection_step02_fs');
let projectionStep03Program = createProgram('vs', 'projection_step03_fs');
let renderVelocityProgram = createProgram('vs', 'render_velocity_fs');
let renderDensityProgram = createProgram('vs', 'render_density_fs');
let initializeDensityUniforms = getUniformLocations(initializeDensityProgram, ['u_texture', 'u_resolution']);
let addDensitySourceUniforms = getUniformLocations(addDensitySourceProgram, ['u_density_texture']);
let diffuseDensityUniforms = getUniformLocations(diffuseDensityProgram, ['u_density_texture', 'u_grid_space', 'u_dt', 'u_diffuse']);
let advectDensityUniforms = getUniformLocations(advectDensityProgram, ['u_density_texture', 'u_velocity_texture', 'u_grid_space', 'u_dt']);
let addExternalForceUniforms = getUniformLocations(addExternalForceProgram, ['u_velocity_texture', 'u_grid_space', 'u_dt', 'u_force_rad', 'u_force_center', 'u_force_direction', 'u_force_intensity']);
let diffuseVelocityUniforms = getUniformLocations(diffuseVelocityProgram, ['u_velocity_texture', 'u_grid_space', 'u_dt', 'u_diffuse', 'u_resolution']);
let advectVelocityUniforms = getUniformLocations(advectVelocityProgram, ['u_velocity_texture', 'u_grid_space', 'u_dt', 'u_resolution']);
let projectionStep01Uniforms = getUniformLocations(projectionStep01Program, ['u_velocity_texture', 'u_grid_space']);
let projectionStep02Uniforms = getUniformLocations(projectionStep02Program, ['u_project_texture']);
let projectionStep03Uniforms = getUniformLocations(projectionStep03Program, ['u_velocity_texture', 'u_project_texture', 'u_grid_space']);
let renderVelocityUniforms = getUniformLocations(renderVelocityProgram, ['u_velocity_texture']);
let renderDensityUniforms = getUniformLocations(renderDensityProgram, ['u_density_texture']);
let prevMousePosition = [0.0, 0.0];
let mousePosition = [0.0, 0.0];
let mouseDirection = [0.0, 0.0];
let mouseMoved = false;
window.addEventListener('mousemove', (e) => {
prevMousePosition = mousePosition;
mousePosition = [e.clientX, canvas.height - e.clientY];
if (prevMousePosition != mousePosition) {
mouseDirection[0] = mousePosition[0] - prevMousePosition[0];
mouseDirection[1] = mousePosition[1] - prevMousePosition[1];
mouseMoved = true;
}
});
let mousePress = false;
window.addEventListener('mousedown', () => {
mousePress = true;
});
window.addEventListener('mouseup', () => {
mousePress = false;
});
render();
function render() {
let params = {
render: document.getElementById('render').checked,
grid_space: 0.001,
force_rad: document.getElementById('force_rad').value,
force_intensity: document.getElementById('force_intensity').value,
diffuse: document.getElementById('diffuse').value,
time_step: document.getElementById('time_step').value
};
// swapping functions
let velocityFBObjR = createFramebuffer(canvas.width, canvas.height);
let velocityFBObjW = createFramebuffer(canvas.width, canvas.height);
function swapVelocityFBObj() {
let tmp = velocityFBObjR;
velocityFBObjR = velocityFBObjW;
velocityFBObjW = tmp;
};
let densityFBObjR = createFramebuffer(canvas.width, canvas.height);
let densityFBObjW = createFramebuffer(canvas.width, canvas.height);
function swapDensityFBObj() {
let tmp = densityFBObjR;
densityFBObjR = densityFBObjW;
densityFBObjW = tmp;
};
let projectFBObjR = createFramebuffer(canvas.width, canvas.height);
let projectFBObjW = createFramebuffer(canvas.width, canvas.height);
function swapProjectFBObj() {
let tmp = projectFBObjR;
projectFBObjR = projectFBObjW;
projectFBObjW = tmp;
};
// rendering functions
function initializeVelocity() {
gl.bindFramebuffer(gl.FRAMEBUFFER, velocityFBObjW.framebuffer);
gl.useProgram(initializeVelocityProgram);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapVelocityFBObj();
}
function initializeDensity() {
gl.bindFramebuffer(gl.FRAMEBUFFER, densityFBObjW.framebuffer);
gl.useProgram(initializeDensityProgram);
gl.uniform2f(initializeDensityUniforms['u_resolution'], canvas.width, canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapDensityFBObj();
}
function addExternalForce() {
gl.bindFramebuffer(gl.FRAMEBUFFER, velocityFBObjW.framebuffer);
gl.useProgram(addExternalForceProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(addExternalForceUniforms['u_velocity_texture'], 0);
gl.uniform1f(addExternalForceUniforms['u_grid_space'], params.grid_space);
gl.uniform1f(addExternalForceUniforms['u_dt'], params.time_step);
gl.uniform1f(addExternalForceUniforms['u_force_rad'], params.force_rad);
gl.uniform2fv(addExternalForceUniforms['u_force_center'], mousePosition);
gl.uniform2fv(addExternalForceUniforms['u_force_direction'], mouseDirection);
gl.uniform1f(addExternalForceUniforms['u_force_intensity'], params.force_intensity);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapVelocityFBObj();
}
function diffuseVelocity() {
gl.useProgram(diffuseVelocityProgram);
gl.uniform1f(diffuseVelocityUniforms['u_grid_space'], params.grid_space);
gl.uniform1f(diffuseVelocityUniforms['u_dt'], params.time_step);
gl.uniform1f(diffuseVelocityUniforms['u_diffuse'], params.diffuse);
gl.uniform2f(diffuseVelocityUniforms['u_resolution'], canvas.width, canvas.height);
for (let k = 0; k < 10; k++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, velocityFBObjW.framebuffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(diffuseVelocityUniforms['u_velocity_texture'], 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
swapVelocityFBObj();
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};
function advectVelocity() {
gl.bindFramebuffer(gl.FRAMEBUFFER, velocityFBObjW.framebuffer);
gl.useProgram(advectVelocityProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(advectVelocityUniforms['u_velocity_texture'], 0);
gl.uniform1f(advectVelocityUniforms['u_grid_space'], params.grid_space);
gl.uniform1f(advectVelocityUniforms['u_dt'], params.time_step);
gl.uniform2f(advectVelocityUniforms['u_resolution'], canvas.width, canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapVelocityFBObj();
}
function projectStep01() {
gl.bindFramebuffer(gl.FRAMEBUFFER, projectFBObjW.framebuffer);
gl.useProgram(projectionStep01Program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(projectionStep01Uniforms['u_velocity_texture'], 0);
gl.uniform1f(projectionStep01Uniforms['u_grid_space'], params.grid_space);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapProjectFBObj();
}
function projectStep02() {
gl.useProgram(projectionStep02Program);
for (let k = 0; k < 10; k++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, projectFBObjW.framebuffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, projectFBObjR.texture);
gl.uniform1i(projectionStep02Uniforms['u_project_texture'], 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
swapProjectFBObj();
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
function projectStep03() {
gl.bindFramebuffer(gl.FRAMEBUFFER, velocityFBObjW.framebuffer);
gl.useProgram(projectionStep03Program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(projectionStep03Uniforms['u_velocity_texture'], 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, projectFBObjR.texture);
gl.uniform1i(projectionStep03Uniforms['u_project_texture'], 1);
gl.uniform1f(projectionStep03Uniforms['u_grid_space'], params.grid_space);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapVelocityFBObj();
}
function projectVelocity() {
projectStep01();
projectStep02();
projectStep03();
}
function updateVelocity() {
if (mousePress && mouseMoved) {
addExternalForce();
}
if (params.diffuse > 0.0) {
diffuseVelocity();
}
projectVelocity();
advectVelocity();
projectVelocity();
}
function addDensitySource() {
gl.bindFramebuffer(gl.FRAMEBUFFER, densityFBObjW.framebuffer);
gl.useProgram(addDensitySourceProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, densityFBObjR.texture);
gl.uniform1i(addDensitySourceUniforms['u_density_texture'], 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapDensityFBObj();
};
function diffuseDensity() {
gl.useProgram(diffuseDensityProgram);
gl.uniform1f(diffuseDensityUniforms['u_grid_space'], params.grid_space);
gl.uniform1f(diffuseDensityUniforms['u_dt'], params.time_step);
gl.uniform1f(diffuseDensityProgram['u_diffuse'], params.diffuse);
for (let k = 0; k < 10; k++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, densityFBObjW.framebuffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, densityFBObjR.texture);
gl.uniform1i(diffuseDensityUniforms['u_density_texture'], 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
swapDensityFBObj();
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
function advectDensity() {
gl.bindFramebuffer(gl.FRAMEBUFFER, densityFBObjW.framebuffer);
gl.useProgram(advectDensityProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(advectDensityUniforms['u_velocity_texture'], 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, densityFBObjR.texture);
gl.uniform1i(advectDensityUniforms['u_density_texture'], 1);
gl.uniform1f(advectDensityUniforms['u_grid_space'], params.grid_space);
gl.uniform1f(advectDensityUniforms['u_dt'], params.time_step);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
swapDensityFBObj();
}
function updateDensity() {
addDensitySource();
if (params.diffuse > 0.0) {
diffuseDensity();
}
advectDensity();
}
function renderVelocity() {
gl.useProgram(renderVelocityProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, velocityFBObjR.texture);
gl.uniform1i(renderVelocityUniforms['u_velocity_texture'], 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function renderDensity() {
gl.useProgram(renderDensityProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, densityFBObjR.texture);
gl.uniform1i(renderDensityUniforms['u_density_texture'], 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
initializeVelocity();
initializeDensity();
loop();
function loop() {
stats.update();
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
params = {
render: document.getElementById('render').checked,
grid_space: 0.001,
force_rad: document.getElementById('force_rad').value,
force_intensity: document.getElementById('force_intensity').value,
diffuse: document.getElementById('diffuse').value,
time_step: document.getElementById('time_step').value
};
let e_render = document.getElementById('disp_render');
let e_force_rad = document.getElementById('disp_force_rad');
let e_force_intensity = document.getElementById('disp_force_intensity');
let e_diffuse = document.getElementById('disp_diffuse');
let e_time_step = document.getElementById('disp_time_step');
e_force_rad.innerHTML = String(params.force_rad);
e_force_intensity.innerHTML = String(params.force_intensity);
e_diffuse.innerHTML = String(params.diffuse);
e_time_step.innerHTML = String(params.time_step);
updateVelocity();
updateDensity();
if (params.render) {
e_render.innerHTML = 'Velocity';
renderVelocity();
} else {
e_render.innerHTML = 'Density';
renderDensity();
}
mouseMoved = false;
requestAnimationFrame(loop);
}
}
function createProgram(vs_id, fs_id) {
function createShader(id) {
let shader;
let scriptElement = document.getElementById(id);
if (!scriptElement) {return;}
switch (scriptElement.type) {
case 'x-shader/x-vertex':
shader = gl.createShader(gl.VERTEX_SHADER);
break;
case 'x-shader/x-fragment':
shader = gl.createShader(gl.FRAGMENT_SHADER);
break;
default:
return;
}
gl.shaderSource(shader, scriptElement.text);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
} else {
alert(gl.getShaderInfoLog(shader));
}
}
let vs = createShader(vs_id);
let fs = createShader(fs_id);
let program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
gl.useProgram(program);
return program;
} else {
alert(gl.getProgramInfoLog(program));
}
}
function getUniformLocations(program, uniforms) {
let locations = {};
for (let i = 0; i < uniforms.length; i++) {
locations[uniforms[i]] = (gl.getUniformLocation(program, uniforms[i]));
}
return locations;
}
function createTexture(width, height, internalFormat, format, type) {
let tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
}
function createFramebuffer(width, height) {
let framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
let texture = createTexture(width, height, gl.RG32F, gl.RG, gl.FLOAT);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
return {
framebuffer: framebuffer,
texture: texture
};
}
}